verifier terminates immediately after winning
lix saved and skills, phyus used can get then misleading.
Correct, and I don't have a good answer to this.
Design history: I store user's level results of levels won. I call these results
trophies, and a trophy contains lix saved, skills used, and phyus (physics updates, happens 15 times per second at normal speed) spent. Originally, I've wanted to rank solutions by ordering these lexicographically. Every time a lix scored, I would update the potential trophy, thus ignoring any skills assigned or phyus spent after the final scoring. The Lix level browser even displays lix saved and skills used, but I'm not sure whether I still discard skills after the final scoring, as originally planned.
The replay verifier was designed such that it could run in noninteractive mode on a server, testing replays sent to the server, and buliding highscore tables from that.
It wasn't designed as a pack maintenance tool, but I'm super happy that it has become such a tool instead. While preparing for a Lix release, I run it several times over all the included levels. I'm proud of its performance, and this performance can change how I work. It's really nice to try small changes to the code, and test whether all the 600+ levels still stay solvable.
The exact trophy fields aren't important on a won replay, but they still carry useful information on a failed replay. Not sure how to adapt. On one hand, it's nice to display identical information in the singleplayer browser and on the replay verifier; on the other hand, the replay verifier should be blazingly fast.
-- Simon